Now, with this system, ranks will truely be based upon skill in that indiviual playlist.
Here's how the ranks are affected per playlist and gt
Team Slayer:
K/d Ratio 25%
Assists: 10%
Win/Lose: 65%
This system above would also relate to other playlists such as team snipers, and other slayer based playlists, with swat excluding the assist margin. This basically measures your skill to be based upon individual and team performance, with the win/lose emphasized at a greater weighting
Flag:
Individual Caps: 5%
Team Caps Total: 5%
Team Caps Allowed: 10%
K/d : 5%
Win/Lose: 75$
In this section, winning is almost everything, but not entirely. Kills are weighted very low becasue they are necessary to a degree, but will not alone win a game. Team Caps and Team Caps allowed tests you teamwork's defensive and offensive capabilities, Whereas individual caps are weighted very low as well because as it is necessary to win, selfish flag running would occur at any higher a weighting. This also rewards the losing team for keeping a close game, because if the game is close, the other team is obviously similar in skill and doesn't deserve such a hit.
Ball:
K/D 7%
Assists: 3%
Ball Time: 10%
Team Time Allowed: 10%
Win/Lose: 70%
Once again, winning is almost everything in objective gametypes, but teamwork is necessary therfore wieghtings on kills and assists. While the ball carrier weighting is low, it is considered a necessary act and is weihtied equal with k/d and assist total becasue it is hard to accomplish these things while holding the ball.
Bomb Weighted Same as flag
FFA:
K/d: 25%
Assists: 5%
Win/Lose: 70%
As for the FFA system, it emphasizes the win, but doesn't reward the player running into the map for mutal beatdowns, and has a subtle reward for the assists, becasue, well, assists do not win FFA games, but it encourages a player to not camp. K/d is weighted rather high because a smart player who is fluent in the game will come out with a positive k/d, but it's weighting is too high, this way the "better player" lossing to the guy with 30 deaths, doesn't take a huge hit, and this is based almost entirely on individual skill.
KOTH same as oddball:
Social can stay with truskill, becasue of gametypes like juggernaut and the non-competitive nature of social matchmaking
This system emphasizes skill where skill is needed, and rewards a player for playing "skillfully" in a designated playlist and/or gametype, and this also stops players from getting boosted/carried to higher ranks, as ranks play no role but to attempt an even match up.
Any thoughts or suggestions
[Edited on 10.09.2009 9:21 AM PDT]